PhysicsShape AddMeshShape( List<Vector3> vertices, List<int> indices )
PhysicsShape AddMeshShape( System.Span<Vector3> vertices, System.Span<int> indices )

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Description

The AddMeshShape method allows you to add a mesh-based shape to a PhysicsBody. This method is useful for creating complex collision shapes that are defined by a set of vertices and indices, forming a mesh. The method returns a PhysicsShape that represents the added mesh shape.

Usage

To use the AddMeshShape method, you need to provide two parameters:

  • vertices: A list of Vector3 objects representing the vertices of the mesh.
  • indices: A list of int values that define the order in which the vertices are connected to form triangles.

Once the mesh shape is added, it becomes part of the PhysicsBody and will be considered in physics simulations.

Example

// Example of adding a mesh shape to a PhysicsBody

// Create a list of vertices
List<Vector3> vertices = new List<Vector3>
{
    new Vector3(0, 0, 0),
    new Vector3(1, 0, 0),
    new Vector3(0, 1, 0),
    new Vector3(0, 0, 1)
};

// Create a list of indices
List<int> indices = new List<int>
{
    0, 1, 2, // First triangle
    0, 2, 3  // Second triangle
};

// Assume 'physicsBody' is an instance of PhysicsBody
PhysicsShape meshShape = physicsBody.AddMeshShape(vertices, indices);

// The meshShape can now be used in the physics simulation